About Gared Naught
Full attack dice script:
Senses: Dark Vison
Perception +10 (+12 stone cunning)
Fort:+8 ;Ref:+5;Will+9(+3 vs poison, spells, spell-like abilities)
Experience Lvl One
AC:=16 (10 +2[Dex])(+4[Wis])
Touch AC  Flat-Footed 
HP: 29/29 (3d8+9)(+2 FC)
CMD:19 (+23 vs bull rush or trip)
(Notched Durable Cold Iron Arrows [10/10])
(Notched Blunt Durable Cold Iron Arrows [10/10])
(Notched Cold Iron arrows w/ silver blanch [19/20])
Tanglefoot bags [2/2]
(Ranks per level: 4 Class+1Int =5)*2= 10(+7 ranks)6
Light; Read Magic; Guidance; Create Water
(2/2) 1st level spells per day. 1st lvl spells Known: Comprehend Languages; Keep Watch
belt pouch, a blanket, rope 50 ft, Twine 50 ft
soap, torches (5), Dwarven trail rations (7 days), and a waterskin. Pitons x10,Tinder Twigs x10 Marbles x5, Chalk x5
Periscope, Signal Whistle, Oil x5, Fish hook x3, Acid x4, Alchemists Fire x3
See stat block for ammunition count.
Traveler's Any-Tool (can be any masterwork tool)
(2765 Gold spent out of 3000)
20 pp (5 in right boot, 5 in left, 5 each in pockets over chest)
300 for masterwork transformation on bow.
Gared is tall for a dwarf, standing almost 4 and a half feet tall, and surprisingly thin. He looks haggard, worn, and pale, though his wheat colored hair still seems to retain some of it's once glorious luster. His eyes are crystal blue, piercing, and haunted. Though it can hardly be seen through his clothing, burn scars cover his back and shoulders, and a large dashed circular scar covers a large portion of his chest where a giant leech once affixed itself to him.
Glory of Old
Lessons of Chaldira
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone.
Giant Hunter: Some dwarves train from a young age in the best tactics to fight against giants. As a result, giant hunter dwarves gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
25 Point buy
14 14 16 12 18 6
5 5 5 2 10 -2
+2 con +2 wis -2 cha
A Tale of Shared Grief: some short prose set soon after Gared's arrival in Absalom:
Gared sat in the alley, and pulled his grey cloak closer to him as he sifted through hard memories and dark thoughts. The dwarf paid little attention to his surroundings, staring at small wooden carving in the shape of a small sword, unmarred except for three notches along it's length. Once the little wooden blade had been his connection to the divine, had made him feel as if all would be well, and that luck was the only plan he need ever count on. The holy symbol indeed served as a reminder still, but brought only feelings of guilt, loss, and regret to the dwarf. He slumped against the hard and unwelcoming stones of some long forgotten building with a deep sigh. He found some comfort in the unyielding and rough-cut stone, and wondered about it's history. It was old and weathered, but one day many years ago, it might have served a small family as a house. Perhaps even it had even been home to someone.
Gared was born in raised in a small un-named settlement to the west of The World's Edge mountains, among a small and tight knit community of dwarves, halflings, and gnomes. As a whole, they were made up of traders, hunters, and miners, and farmed what they could with a diverse and unique organization among the several races. Gared was born to firm priest of Erastil who trained his son to be a hunter and a scout, as tradition dictated of every third son in the settlement. Gared thus began training with a bow at an exceptionally early age, and was praised for his common sense and exceptional eyes, but often berated for being irresponsible and wild.
Gared became fast friends with another third son, a passionate and free spirited halfling named Wethan. The young halfling encouraged Gared to study combat and bowmanship in their own way, to break from tradition, to travel to become great adventurers. The two took up the worship of Chaldira Zuzaristan under the tutelage of a well-meaning but foolish halfling priest and a would be adventurer himself.
Gared and his family were often brought into conflict by his vigor and passion inspired by the young Wethan, and soon the two friends decided to set out on their own to find their fortune when they were assigned to guard duty together. As fate would have it, the village was attacked by trolls several hours after the two had left. The militia of the settlement was vigilant, but the trolls were many and relentless. The militia quickly decided to lite fire to the field around the village, which Gared and Wethan saw from their travels. The two returned to find a terrible battle waging, as their friends and family were slaughtered around them.
The two charged into the fray, like the adventure's they had hoped to be. The fight didn't last long. The young halfling was quickly torn apart by the trolls, with Gared injured and smashed into the wall of small wooden house that belonged to a pair of gnomes. The building had caught fire as wind swept the flames from the field through the village, and the timbers collapsed as the dwarf struck them, and they collapsed around him, pinning him to the ground and burning his back and shoulders. Gared watched the carnage and death around with horror and shock as the world faded away. The would be adventure awoke in the remnants of the village, his back and arms bandaged with a healing salve to help fight the burns. It seemed as if whoever his savior was had left him, perhaps as he was in no shape to move. Strong, resilient, and stubborn and unwilling to face the horrors that had befallen him, Gared took to the wild and swore an oath to follow the path his father had wished him. After several months, Gared heard dark whispers about a great city on an island from the small villages he visited. The dwarf felt something click inside him, a kinship to a place haunted as much as he was. It would be to that city that he would dedicate himself too, in his life, and perhaps even in his death.